2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 typedef enum gl20_texunit_e
28 // postprocess shaders, and generic shaders:
31 GL20TU_GAMMARAMPS = 2,
32 // standard material properties
37 // material properties for a second material
38 GL20TU_SECONDARY_NORMAL = 4,
39 GL20TU_SECONDARY_COLOR = 5,
40 GL20TU_SECONDARY_GLOSS = 6,
41 GL20TU_SECONDARY_GLOW = 7,
42 // material properties for a colormapped material
43 // conflicts with secondary material
46 // fog fade in the distance
48 // compiled ambient lightmap and deluxemap
50 GL20TU_DELUXEMAP = 10,
51 // refraction, used by water shaders
52 GL20TU_REFRACTION = 3,
53 // reflection, used by water shaders, also with normal material rendering
54 // conflicts with secondary material
55 GL20TU_REFLECTION = 7,
56 // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
57 // conflicts with lightmap/deluxemap
58 GL20TU_ATTENUATION = 9,
60 GL20TU_SHADOWMAP2D = 15,
61 GL20TU_CUBEPROJECTION = 12,
62 // rtlight prepass data (screenspace depth and normalmap)
63 // GL20TU_UNUSED1 = 13,
64 GL20TU_SCREENNORMALMAP = 14,
65 // lightmap prepass data (screenspace diffuse and specular from lights)
66 GL20TU_SCREENDIFFUSE = 11,
67 GL20TU_SCREENSPECULAR = 12,
69 GL20TU_REFLECTMASK = 5,
70 GL20TU_REFLECTCUBE = 6,
71 GL20TU_FOGHEIGHTTEXTURE = 14
75 typedef enum glsl_attrib_e
77 GLSLATTRIB_POSITION = 0,
79 GLSLATTRIB_TEXCOORD0 = 2,
80 GLSLATTRIB_TEXCOORD1 = 3,
81 GLSLATTRIB_TEXCOORD2 = 4,
82 GLSLATTRIB_TEXCOORD3 = 5,
83 GLSLATTRIB_TEXCOORD4 = 6,
84 GLSLATTRIB_TEXCOORD5 = 7,
85 GLSLATTRIB_TEXCOORD6 = 8,
86 GLSLATTRIB_TEXCOORD7 = 9,
90 typedef enum shaderlanguage_e
97 // this enum selects which of the glslshadermodeinfo entries should be used
98 typedef enum shadermode_e
100 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
101 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
102 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
103 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
104 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
105 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
106 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
107 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
108 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
109 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
110 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
111 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
112 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
113 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
114 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
115 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
116 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
121 typedef enum shaderpermutation_e
123 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
124 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
125 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
126 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
127 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
128 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
129 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
130 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
131 SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
132 SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
133 SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
134 SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
135 SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
136 SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
137 SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
138 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
139 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
140 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
141 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
142 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
143 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
144 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
145 SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
146 SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
147 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
148 SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
149 SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
150 SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
151 SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
152 SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
153 SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
154 SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
155 SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
160 extern float ixtable[4096];
163 void FOG_clear(void);
167 extern cvar_t r_skyscroll1;
168 extern cvar_t r_skyscroll2;
169 extern cvar_t r_sky_scissor;
170 extern cvar_t r_q3bsp_renderskydepth;
171 extern int skyrenderlater, skyrendermasked;
172 extern int skyscissor[4];
173 int R_SetSkyBox(const char *sky);
174 void R_SkyStartFrame(void);
176 void R_ResetSkyBox(void);
178 // SHOWLMP stuff (Nehahra)
179 void SHOWLMP_decodehide(void);
180 void SHOWLMP_decodeshow(void);
181 void SHOWLMP_drawall(void);
183 // render profiling stuff
184 extern int r_timereport_active;
187 extern cvar_t r_ambient;
188 extern cvar_t gl_flashblend;
191 extern cvar_t r_novis;
193 extern cvar_t r_trippy;
194 extern cvar_t r_fxaa;
196 extern cvar_t r_lerpsprites;
197 extern cvar_t r_lerpmodels;
198 extern cvar_t r_lerplightstyles;
199 extern cvar_t r_waterscroll;
201 extern cvar_t developer_texturelogging;
203 // shadow volume bsp struct with automatically growing nodes buffer
204 extern svbsp_t r_svbsp;
206 typedef struct rmesh_s
208 // vertices of this mesh
216 float *texcoordlightmap2f;
218 // triangles of this mesh
228 // useful functions for rendering
229 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
230 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
231 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
232 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
234 #define TOP_RANGE 16 // soldier uniform colors
235 #define BOTTOM_RANGE 96
237 //=============================================================================
239 extern cvar_t r_nearclip;
241 // forces all rendering to draw triangle outlines
242 extern cvar_t r_showoverdraw;
243 extern cvar_t r_showtris;
244 extern cvar_t r_shownormals;
245 extern cvar_t r_showlighting;
246 extern cvar_t r_showshadowvolumes;
247 extern cvar_t r_showcollisionbrushes;
248 extern cvar_t r_showcollisionbrushes_polygonfactor;
249 extern cvar_t r_showcollisionbrushes_polygonoffset;
250 extern cvar_t r_showdisabledepthtest;
252 extern cvar_t r_drawentities;
253 extern cvar_t r_draw2d;
254 extern qboolean r_draw2d_force;
255 extern cvar_t r_drawviewmodel;
256 extern cvar_t r_drawworld;
257 extern cvar_t r_speeds;
258 extern cvar_t r_fullbright;
259 extern cvar_t r_wateralpha;
260 extern cvar_t r_dynamic;
262 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
263 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading first
264 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
266 typedef enum r_refdef_scene_type_s {
270 } r_refdef_scene_type_t;
272 void R_SelectScene( r_refdef_scene_type_t scenetype );
273 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
275 void R_SkinFrame_PrepareForPurge(void);
276 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
277 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
278 void R_SkinFrame_Purge(void);
279 // set last to NULL to start from the beginning
280 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
281 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
282 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
283 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
284 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
285 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
286 skinframe_t *R_SkinFrame_LoadMissing(void);
287 skinframe_t *R_SkinFrame_LoadNoTexture(void);
288 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
290 rtexture_t *R_GetCubemap(const char *basename);
292 void R_View_WorldVisibility(qboolean forcenovis);
293 void R_DrawDecals(void);
294 void R_DrawParticles(void);
295 void R_DrawExplosions(void);
297 #define gl_solid_format 3
298 #define gl_alpha_format 4
300 int R_CullBox(const vec3_t mins, const vec3_t maxs);
301 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
302 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
304 #include "r_modules.h"
306 #include "meshqueue.h"
308 /// free all R_FrameData memory
309 void R_FrameData_Reset(void);
310 /// prepare for a new frame, recycles old buffers if a resize occurred previously
311 void R_FrameData_NewFrame(void);
312 /// allocate some temporary memory for your purposes
313 void *R_FrameData_Alloc(size_t size);
314 /// allocate some temporary memory and copy this data into it
315 void *R_FrameData_Store(size_t size, void *data);
316 /// set a marker that allows you to discard the following temporary memory allocations
317 void R_FrameData_SetMark(void);
318 /// discard recent memory allocations (rewind to marker)
319 void R_FrameData_ReturnToMark(void);
321 /// enum of the various types of hardware buffer object used in rendering
322 /// note that the r_buffermegs[] array must be maintained to match this
323 typedef enum r_bufferdata_type_e
325 R_BUFFERDATA_VERTEX, /// vertex buffer
326 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
327 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
328 R_BUFFERDATA_UNIFORM, /// uniform buffer
329 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
333 /// free all dynamic vertex/index/uniform buffers
334 void R_BufferData_Reset(void);
335 /// begin a new frame (recycle old buffers)
336 void R_BufferData_NewFrame(void);
337 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
338 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
340 /// free all R_AnimCache memory
341 void R_AnimCache_Free(void);
342 /// clear the animcache pointers on all known render entities
343 void R_AnimCache_ClearCache(void);
344 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
345 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
346 /// generate animcache data for all entities marked visible
347 void R_AnimCache_CacheVisibleEntities(void);
349 #include "r_lerpanim.h"
351 extern cvar_t r_render;
352 extern cvar_t r_renderview;
353 extern cvar_t r_waterwarp;
355 extern cvar_t r_textureunits;
357 extern cvar_t r_glsl_offsetmapping;
358 extern cvar_t r_glsl_offsetmapping_reliefmapping;
359 extern cvar_t r_glsl_offsetmapping_scale;
360 extern cvar_t r_glsl_offsetmapping_lod;
361 extern cvar_t r_glsl_offsetmapping_lod_distance;
362 extern cvar_t r_glsl_deluxemapping;
364 extern cvar_t gl_polyblend;
365 extern cvar_t gl_dither;
367 extern cvar_t cl_deathfade;
369 extern cvar_t r_smoothnormals_areaweighting;
371 extern cvar_t r_test;
373 #include "gl_backend.h"
375 extern rtexture_t *r_texture_blanknormalmap;
376 extern rtexture_t *r_texture_white;
377 extern rtexture_t *r_texture_grey128;
378 extern rtexture_t *r_texture_black;
379 extern rtexture_t *r_texture_notexture;
380 extern rtexture_t *r_texture_whitecube;
381 extern rtexture_t *r_texture_normalizationcube;
382 extern rtexture_t *r_texture_fogattenuation;
383 extern rtexture_t *r_texture_fogheighttexture;
385 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
386 extern unsigned int r_numqueries;
387 extern unsigned int r_maxqueries;
389 void R_TimeReport(const char *name);
392 void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
394 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
395 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
397 extern mempool_t *r_main_mempool;
399 typedef struct rsurfacestate_s
401 // current model array pointers
402 // these may point to processing buffers if model is animated,
403 // otherwise they point to static data.
404 // these are not directly used for rendering, they are just another level
407 // these either point at array_model* buffers (if the model is animated)
408 // or the model->surfmesh.data_* buffers (if the model is not animated)
410 // these are only set when an entity render begins, they do not change on
411 // a per surface basis.
413 // this indicates the model* arrays are pointed at array_model* buffers
414 // (in other words, the model has been animated in software)
415 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
416 qboolean modelgeneratedvertex;
417 // skeletal animation can be done by entity (animcache) or per batch,
418 // batch may be non-skeletal even if entity is skeletal, indicating that
419 // the dynamicvertex code path had to apply skeletal manually for a case
420 // where gpu-skinning is not possible, for this reason batch has its own
422 int entityskeletalnumtransforms; // how many transforms are used for this mesh
423 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
424 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
425 int entityskeletaltransform3x4offset;
426 int entityskeletaltransform3x4size;
427 float *modelvertex3f;
428 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
429 int modelvertex3f_bufferoffset;
430 float *modelsvector3f;
431 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
432 int modelsvector3f_bufferoffset;
433 float *modeltvector3f;
434 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
435 int modeltvector3f_bufferoffset;
436 float *modelnormal3f;
437 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
438 int modelnormal3f_bufferoffset;
439 float *modellightmapcolor4f;
440 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
441 int modellightmapcolor4f_bufferoffset;
442 float *modeltexcoordtexture2f;
443 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
444 int modeltexcoordtexture2f_bufferoffset;
445 float *modeltexcoordlightmap2f;
446 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
447 int modeltexcoordlightmap2f_bufferoffset;
448 unsigned char *modelskeletalindex4ub;
449 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
450 int modelskeletalindex4ub_bufferoffset;
451 unsigned char *modelskeletalweight4ub;
452 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
453 int modelskeletalweight4ub_bufferoffset;
454 r_vertexmesh_t *modelvertexmesh;
455 const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
456 int modelvertexmesh_bufferoffset;
458 const r_meshbuffer_t *modelelement3i_indexbuffer;
459 int modelelement3i_bufferoffset;
460 unsigned short *modelelement3s;
461 const r_meshbuffer_t *modelelement3s_indexbuffer;
462 int modelelement3s_bufferoffset;
463 int *modellightmapoffsets;
464 int modelnumvertices;
465 int modelnumtriangles;
466 const msurface_t *modelsurfaces;
467 // current rendering array pointers
468 // these may point to any of several different buffers depending on how
469 // much processing was needed to prepare this model for rendering
470 // these usually equal the model* pointers, they only differ if
471 // deformvertexes is used in a q3 shader, and consequently these can
472 // change on a per-surface basis (according to rsurface.texture)
473 qboolean batchgeneratedvertex;
474 qboolean batchmultidraw;
475 int batchmultidrawnumsurfaces;
476 const msurface_t **batchmultidrawsurfacelist;
477 int batchfirstvertex;
478 int batchnumvertices;
479 int batchfirsttriangle;
480 int batchnumtriangles;
481 r_vertexmesh_t *batchvertexmesh;
482 const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
483 int batchvertexmesh_bufferoffset;
484 float *batchvertex3f;
485 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
486 int batchvertex3f_bufferoffset;
487 float *batchsvector3f;
488 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
489 int batchsvector3f_bufferoffset;
490 float *batchtvector3f;
491 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
492 int batchtvector3f_bufferoffset;
493 float *batchnormal3f;
494 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
495 int batchnormal3f_bufferoffset;
496 float *batchlightmapcolor4f;
497 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
498 int batchlightmapcolor4f_bufferoffset;
499 float *batchtexcoordtexture2f;
500 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
501 int batchtexcoordtexture2f_bufferoffset;
502 float *batchtexcoordlightmap2f;
503 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
504 int batchtexcoordlightmap2f_bufferoffset;
505 unsigned char *batchskeletalindex4ub;
506 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
507 int batchskeletalindex4ub_bufferoffset;
508 unsigned char *batchskeletalweight4ub;
509 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
510 int batchskeletalweight4ub_bufferoffset;
512 const r_meshbuffer_t *batchelement3i_indexbuffer;
513 int batchelement3i_bufferoffset;
514 unsigned short *batchelement3s;
515 const r_meshbuffer_t *batchelement3s_indexbuffer;
516 int batchelement3s_bufferoffset;
517 int batchskeletalnumtransforms;
518 float *batchskeletaltransform3x4;
519 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
520 int batchskeletaltransform3x4offset;
521 int batchskeletaltransform3x4size;
523 // some important fields from the entity
527 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
528 double shadertime; // r_refdef.scene.time - ent->shadertime
529 // transform matrices to render this entity and effects on this entity
531 matrix4x4_t inversematrix;
532 // scale factors for transforming lengths into/out of entity space
534 float inversematrixscale;
535 // animation blending state from entity
536 frameblend_t frameblend[MAX_FRAMEBLENDS];
537 skeleton_t *skeleton;
538 // view location in model space
539 vec3_t localvieworigin;
540 // polygon offset data for submodels
541 float basepolygonfactor;
542 float basepolygonoffset;
543 // current textures in batching code
545 rtexture_t *lightmaptexture;
546 rtexture_t *deluxemaptexture;
547 // whether lightmapping is active on this batch
548 // (otherwise vertex colored)
549 qboolean uselightmaptexture;
550 // fog plane in model space for direct application to vertices
552 float fogmasktabledistmultiplier;
555 float fogplaneviewdist;
558 // light currently being rendered
559 const rtlight_t *rtlight;
561 // this is the location of the light in entity space
562 vec3_t entitylightorigin;
563 // this transforms entity coordinates to light filter cubemap coordinates
564 // (also often used for other purposes)
565 matrix4x4_t entitytolight;
566 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
567 // of attenuation texturing in full 3D (Z result often ignored)
568 matrix4x4_t entitytoattenuationxyz;
569 // this transforms only the Z to S, and T is always 0.5
570 matrix4x4_t entitytoattenuationz;
572 // user wavefunc parameters (from csqc)
573 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
575 // pointer to an entity_render_t used only by R_GetCurrentTexture and
576 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
578 entity_render_t *entity;
582 extern rsurfacestate_t rsurface;
584 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
586 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
587 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents);
588 void RSurf_SetupDepthAndCulling(void);
590 texture_t *R_GetCurrentTexture(texture_t *t);
591 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
592 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
593 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
595 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 0) // set up positions in rsurface.batchvertexmesh
596 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 1) // set up normals in rsurface.batchvertexmesh
597 #define BATCHNEED_VERTEXMESH_VECTOR (1<< 2) // set up tangent vectors in rsurface.batchvertexmesh
598 #define BATCHNEED_VERTEXMESH_VERTEXTINTCOLOR (1<< 3) // set up vertex tint colors in rsurface.batchvertexmesh
599 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex light colors in rsurface.batchvertexmesh
600 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up surface texcoords in rsurface.batchvertexmesh
601 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up lightmap texcoords in rsurface.batchvertexmesh
602 #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
603 #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f
604 #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up rsurface.batchnormal3f
605 #define BATCHNEED_ARRAY_VECTOR (1<<10) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
606 #define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<<11) // set up rsurface.batchvertexcolor4f
607 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<12) // set up rsurface.batchlightmapcolor4f
608 #define BATCHNEED_ARRAY_TEXCOORD (1<<13) // set up rsurface.batchtexcoordtexture2f
609 #define BATCHNEED_ARRAY_LIGHTMAP (1<<14) // set up rsurface.batchtexcoordlightmap2f
610 #define BATCHNEED_ARRAY_SKELETAL (1<<15) // set up skeletal index and weight data for vertex shader
611 #define BATCHNEED_NOGAPS (1<<16) // force vertex copying if firstvertex is not zero or there are gaps
612 #define BATCHNEED_ALLOWMULTIDRAW (1<<17) // allow multiple draws
613 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
614 void RSurf_DrawBatch(void);
616 void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size);
618 typedef enum rsurfacepass_e
621 RSURFPASS_BACKGROUND,
623 RSURFPASS_DEFERREDGEOMETRY
627 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
628 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
629 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
630 void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
631 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
633 typedef struct r_rendertarget_s {
634 // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
636 // textures are this size and type
639 // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
640 textype_t colortextype[4];
641 // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
642 textype_t depthtextype;
643 // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
644 qboolean depthisrenderbuffer;
645 // framebuffer object referencing the textures
647 // there can be up to 4 color targets and 1 depth target, the depthtexture
648 // may be a real texture (readable) or just a renderbuffer (not readable,
649 // but potentially faster)
650 rtexture_t *colortexture[4];
651 rtexture_t *depthtexture;
652 // a rendertarget will not be reused in the same frame (realtime == lastusetime),
653 // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
654 // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
658 // called each frame after render to delete render targets that have not been used for a while
659 void R_RenderTarget_FreeUnused(qboolean force);
660 // returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
661 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
663 typedef struct r_waterstate_waterplane_s
665 r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
666 r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
667 r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
669 int materialflags; // combined flags of all water surfaces on this plane
670 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
675 r_waterstate_waterplane_t;
677 typedef struct r_waterstate_s
679 int waterwidth, waterheight;
680 int texturewidth, textureheight;
681 int camerawidth, cameraheight;
683 int maxwaterplanes; // same as MAX_WATERPLANES
685 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
687 float screenscale[2];
688 float screencenter[2];
692 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
697 typedef struct r_framebufferstate_s
699 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
700 int screentexturewidth, screentextureheight; // dimensions of texture
702 // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
703 r_rendertarget_t *rt_screen;
704 r_rendertarget_t *rt_bloom;
706 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
707 float ghosttexcoord2f[8]; // for r_motionblur
709 int bloomwidth, bloomheight;
711 // arrays for rendering the screen passes
712 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
714 r_waterstate_t water;
716 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
717 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
719 // rendertargets (fbo and viewport), these can be reused across frames
720 memexpandablearray_t rendertargets;
722 r_framebufferstate_t;
724 extern r_framebufferstate_t r_fb;
726 extern cvar_t r_viewfbo;
728 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
729 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
730 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
731 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
732 void R_DebugLine(vec3_t start, vec3_t end);
733 extern const float r_screenvertex3f[12];
734 extern cvar_t r_showspriteedges;
735 extern cvar_t r_showparticleedges;
736 extern cvar_t r_shadows;
737 extern cvar_t r_shadows_darken;
738 extern cvar_t r_shadows_drawafterrtlighting;
739 extern cvar_t r_shadows_castfrombmodels;
740 extern cvar_t r_shadows_throwdistance;
741 extern cvar_t r_shadows_throwdirection;
742 extern cvar_t r_shadows_focus;
743 extern cvar_t r_shadows_shadowmapscale;
744 extern cvar_t r_shadows_shadowmapbias;
745 extern cvar_t r_transparent_alphatocoverage;
746 extern cvar_t r_transparent_sortsurfacesbynearest;
747 extern cvar_t r_transparent_useplanardistance;
748 extern cvar_t r_transparent_sortarraysize;
749 extern cvar_t r_transparent_sortmindist;
750 extern cvar_t r_transparent_sortmaxdist;
752 extern qboolean r_shadow_usingdeferredprepass;
753 extern rtexture_t *r_shadow_attenuationgradienttexture;
754 extern rtexture_t *r_shadow_attenuation2dtexture;
755 extern rtexture_t *r_shadow_attenuation3dtexture;
756 extern qboolean r_shadow_usingshadowmap2d;
757 extern qboolean r_shadow_usingshadowmaportho;
758 extern float r_shadow_modelshadowmap_texturescale[4];
759 extern float r_shadow_modelshadowmap_parameters[4];
760 extern float r_shadow_lightshadowmap_texturescale[4];
761 extern float r_shadow_lightshadowmap_parameters[4];
762 extern qboolean r_shadow_shadowmapvsdct;
763 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
764 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
765 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
766 extern matrix4x4_t r_shadow_shadowmapmatrix;
767 extern int r_shadow_prepass_width;
768 extern int r_shadow_prepass_height;
769 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
770 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
771 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
772 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
773 extern int r_shadow_viewfbo;
774 extern rtexture_t *r_shadow_viewdepthtexture;
775 extern rtexture_t *r_shadow_viewcolortexture;
776 extern int r_shadow_viewx;
777 extern int r_shadow_viewy;
778 extern int r_shadow_viewwidth;
779 extern int r_shadow_viewheight;
781 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
782 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
784 void R_Model_Sprite_Draw(entity_render_t *ent);
787 void R_UpdateFog(void);
788 qboolean CL_VM_UpdateView(double frametime);
789 void SCR_DrawConsole(void);
790 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
791 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
792 void R_Shadow_UpdateBounceGridTexture(void);
793 void R_DrawPortals(void);
794 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
795 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
796 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
797 dp_font_t *FindFont(const char *title, qboolean allocate_new);
798 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
800 void Render_Init(void);
802 // these are called by Render_Init
803 void R_Textures_Init(void);
804 void GL_Draw_Init(void);
805 void GL_Main_Init(void);
806 void R_Shadow_Init(void);
807 void R_Sky_Init(void);
808 void GL_Surf_Init(void);
809 void R_Particles_Init(void);
810 void R_Explosion_Init(void);
811 void gl_backend_init(void);
812 void Sbar_Init(void);
813 void R_LightningBeams_Init(void);
814 void Mod_RenderInit(void);
815 void Font_Init(void);
817 qboolean R_CompileShader_CheckStaticParms(void);
818 void R_GLSL_Restart_f(void);